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In early 2019, Frostburn Games announced the game will be put in "Maintainence Mode", putting an indefinite suspension on development of new heroes and Alt Avatars. After over a decade since its release, the game servers were [[DefunctOnlineVideoGames shut down]] on June 20, 2022. Private servers made by the community, however, can still be found somewhere in the net.

to:

In early 2019, Frostburn Games announced the game will be put in "Maintainence Mode", putting an indefinite suspension on development of new heroes and Alt Avatars. After over a decade since its release, the game servers were [[DefunctOnlineVideoGames shut down]] on June 20, 2022. Private servers made by the community, however, can still be found somewhere in the net.
net, with the most prominent one being 'Project Kongor'.
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Yea, private server is a thing here...


In early 2019, Frostburn Games announced the game will be put in "Maintainence Mode", putting an indefinite suspension on development of new heroes and Alt Avatars. After over a decade since its release, the game servers were [[DefunctOnlineVideoGames shut down]] on June 20, 2022.

to:

In early 2019, Frostburn Games announced the game will be put in "Maintainence Mode", putting an indefinite suspension on development of new heroes and Alt Avatars. After over a decade since its release, the game servers were [[DefunctOnlineVideoGames shut down]] on June 20, 2022.
2022. Private servers made by the community, however, can still be found somewhere in the net.
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Trope was cut/disambiguated due to cleanup


* DropTheHammer: [[ExactlyWhatItSaysOnTheTin Hammerstorm]].
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Added examples from the Dota 2 page.

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* AlwaysAccurateAttack: No matter how fast you move, you can't dodge auto-attacks and unit-targeted projectiles with moving alone, you need evasion or abilities that can disjoint the projectile. And even then, evasion can be nullified by True Strike (like Savage Mace); and there are some spells that cannot be disjointed and can only be avoided by turning invulnerable or magic immune when the projectile hits.


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* AntiMagic:
** The cheap Mystic Vestments provides a magic armor bonus to the wearer. It can be upgraded to a Shaman's Headdresss and further into Barrier Idol (which can create a temporary barrier that blocks magical damage taken by friendly units and buildings).
** Magic immunity (most commonly provided by Shrunken Head) prevents most status effects from affecting the affected unit.
** Silences (notably Hellflower) prevents the target from casting active abilities for their duration.
** A Null Stone blocks most spells targeted on the wearer or an ally once every 16 seconds.
* AntiStructure: Since buildings are immune to the vast majority of abilities and have to be relatively slowly worn down with right-click attacks, in general abilities that can either damage buildings directly, provide minions (like Whispering Helm and Puzzlebox) or reduce armor (like Shieldbreaker and Daemonic Breastplate) count as this, allowing enemy structures to be brought down much faster.


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* AttackReflector: Barbed Armor causes 80% of damage inflicted to the user to be taken by the source of the damage as well when activated.
* AttackSpeedBuff: Activating Elder Parasite massively boosts attack speed in exchange for causing the user to take more damage. It is the most cost-effective attack speed and DPS item in the game and is usually built early by heroes who especially benefit from attack speed like Pestilence or Chronos.


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* BoringButPractical:
** Shrunken Head gives awful stats for an item that costs 3900 gold (10 Strength and 24 attack damage can be purchased ''much'' more cheaply), and all its active ability does is turn you magic immune for a few seconds. Sure, 1k+ damage crits, stat items, and effects like bash and attack modifiers are so appealing because they look flashy, scale well with carry abilities and make your hero so much better, but without the boring Shrunken Head the enemy team can and will make you useless by chain-disabling/kiting/silencing/disarming/whatever-ing you to oblivion. If you're a carry player, you need to get used to building Shrunken Head as a first or second item in 90% of your games.
** ''Wards''. Perhaps the least flashy items in the game, all they do is grant vision over an area and have to be replaced periodically. However, vision is extremely important for making good tactical decisions and knowing which fights to pick, and catching a glimpse of an incoming gank squad often spells the difference between life and death. There is a ''reason'' why ''entire guides'' have been written about how to place and remove wards, and in higher level games, you'll rarely see them in stock in the shop for more than a minute.
** Blight Stones and Health Potions aren't especially flashy or abnormal, but are a necessity for almost all lanes due to early harassment. In most cases, if you don't buy neither Blight Stones nor Health Potions, you can and will be bullied out of lane (unless if you are a bottle-rushing mid), granting an enormous advantage to your lane opponent.
** Mana Potions are simple, cheap, and a must-have starting item for any spellcasting hero; when your effectiveness depends almost entirely on your mana pool, being able to top up without returning to base means you can be that much better at helping your team out.
** The humble Minor Totem is extremely cheap and gives very low stats, but it's also the most cost-efficient stat item in the game (compare a Blessed Orb, which gives 10 times the bonuses for 420 times the cost). As a result, it's the best way to give heroes more stats in the early game for a low cost, and most heroes (except for bottle-rushing mids) will spend their leftover starting gold on Minor Totems until they run out of slots. Some new players often think that the Minor Totem is useless and their money should be saved for bigger items... without realizing that the exceptional advantage granted by the cheap stats will help them win fights and snowball the game in their favor.
** Tablet of Command has a simple ability which only pushes a single unit. While it is one of the least flashy items in the game, the importance of good positioning in ''[=HoN=]'' grants Tablet of Command enormous utility from escaping, chasing, getting into position, saving a teammate, to even pushing a single enemy hero into the middle of your team and letting him get picked off. Unless if (s)he needs an important core item first or has to transition into a semi-carry, it's never a bad idea for a support to build a Tablet of Command.
** The Homecoming Stone, a cheap consumable item that simply lets you teleport to an allied building after channeling for a few seconds. It's worth much more than its weight in gold by minimizing your downtime when heading back to base for healing, letting you respond more quickly to enemy dives or pushes, and getting out of a bad situation. As such, you'll almost never see a hero leaving home without one or two.
** Marchers simply increase the wearer's movement speed. Given how important mobility is in this game, they're a core item for every single hero.
** An upgrade to Marchers is Post Haste, which are initially the [[AwesomeButImpractical inverse]] of this trope due to their cost and limited benefits (unlimited TP's, when Homecoming Stones are cheaper and often just as good). One element of them, however, definitely counts - they give the fastest permanent movespeed in the game [[note]]other boots give 45 move speed, one is 70 if you're not being attacked, but Post Haste gives ''105'', 150 when out of combat[[/note]]. Simply being able to run really quickly can be incredibly useful, from arriving a few seconds earlier to a fight and making a bigger difference, to chasing down an enemy, or escaping from one. They also are a legitimate replacement for stones late in the game, when most towers are down, giving you much fewer targets for TP'ing to with a stone[[note]]if all your regular towers are down, many attempts to TP out of your base will only end with you just outside your own gates. At this point, stones are only useful for returning to base, not getting back into the fight[[/note]]. The Post Haste allows you to target friendly creeps, giving you a much larger potential range of targets (the second upgrade to them allows you to target friendly heroes as well).
** The Power Supply. Its stat bonuses and ability aren't very spectacular, but it's also dirt cheap for an item that's surprisingly good at both saving lives and squeezing out an extra spell or two's worth of mana, since its charges are very easy to accumulate in ganks and skirmishes and can give you up to 150 burst healing and 225 mana when topped up, which can be huge in the early-game and useful well into the mid-game.
** Any ability that gives sight of a unit. Though the better ones give True Sight, even the ones that don't are incredibly useful, as among other things, it prevents juking (dodging through trees to break line-of-sight, so that other players have to constantly re-attack the target). Simply being able to ''see'' your enemy as they try to run away can be the difference between them just barely escaping and being finished off.
** Range. Abilities, talents, and items that increase your attack or spellcasting range may not sound like much, but they can mean the difference between winning and losing a team fight, because positioning is incredibly important for [[SquishyWizard supports]] and the [[GlassCannon ranged carries]], and being just a little further away at the very least makes it take more time for the enemy to close the distance, and at best puts them on the other side of a cliff, where they can't be reached at all.
** Fortified Bracer, Amulet of Exile, and Soulscream Ring are little more than cheap, early-game StatSticks that give minor Attribute bonuses and some other numbers on the side, but they're also very efficient stat boosts for their cost and can give a real boost in the laning phase.


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* BreakablePowerUp: A Mana Potion, Health Potion, the healing from the Soultrap, or a Regeneration rune will instantly be cancelled, and Portal Key will be put on a 3-second cooldown, if the recipient takes damage from an enemy hero or Kongor.


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* CooldownManipulation: Comes in two main flavours:
** Restoration Stone completely refreshes the cooldowns of all your spells and items (except that of other Restoration Stones), but is a very expensive item, costs a lot of mana and has a long cooldown itself.
** Grimoire of Power reduces the cooldown of all your spells and items by 20%.


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* CriticalExistenceFailure: Heroes fight as they still do when they are at full health when they lose health.


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* DamageIncreasingDebuff:
** Shieldbreaker causes the wielder's attacks to reduce the target's armor, causing them to take more physical damage; and Daemonic Breastplate carries an aura that reduces the armor of all enemies nearby. Certain heroes also have abilities to reduce enemy armor.
** [[WeakToMagic On the magical side of things]], Lex Talionis reduces the magic armor of the user and target; Armor of the Mad Mage reduces nearby enemies' magic armor; Void Talisman turns yourself immune to physical damage but much weaker to magic damage.


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* DefogOfWar: A Ward of Sight provides vision in a large area around itself.


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* DoubleEdgedBuff: Activating Elder Parasite improves the user's attack speed, movement speed, and lifesteal, but causes them to take more damage.


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* EmergencyEnergyTank: Eating Bananas instantly restores 2500 health and 1500 mana, which constitutes a significant percentage of the average core hero's health and mana even in the late game. For this reason, it is often compared to a second Token of Life, and is especially prized by heroes dependent on a SuperMode that does not persist beyond death. It is also only dropped by Kongor from his third death onwards, making it far rarer than any other healing item in the game (most games end before five Kongor kills).


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* HealingPotion: Drinking a Health Potion provides a hero with rapid HP regeneration for 8 seconds.


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* InstantDeathRadius:
** Towers deal tremendous damage to heroes early in the game, making them a safe haven for heroes on their side during the laning phase; as a result, tower-diving is never a good idea unless you have a good plan. However, [[CrutchCharacter their damage is static while heroes scale over the course of a game, and their lack of health regeneration means they will get worn down over time]]; as the game goes late, you'll be more focused on protecting your towers from enemies.
** The fountains on each side are capable of attacking, and can kill even well-farmed enemy heroes in seconds, in order to discourage spawn-camping. Of course, certain heroes ''can'' withstand fountain fire if well-farmed enough, and if you're being fountain-camped by one of these heroes, you've probably lost anyway.


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* MoneyMultiplier:
** Alchemist's Bones is the most straight example of this trope in the game: an item with relatively weak stats whose active ability simply kills a creep, granting more XP and gold than if the creep was killed normally. It is almost always built early in a game to increase a hero's gold and/or XP income, and its only utility in a fight is the ability to instantly kill a creep minion of Ophelia or another hero that builds Whispering Helm.
** Some other items (namely Runed Cleaver, Thunderclaw, and Mock of Brilliance) can also quickly bolster the owner's income, but they do this by helping the hero clear creeps faster instead of directly providing bonus gold like Alchemist's Bones.
** Some heroes like Salomon or Goldenveil have abilities that increase their income. Others like Hammerstorm have abilities or talents that provide some kind of cleave or multi-hit that allows them to take out lots of creeps quickly.
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Trope cut per TRS


* PandaingToTheAudience: Pandamonium.
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* WrenchWench: The game includes an engineer class (which allows you to build weapons) which includes female characters such as Engineer Rosie as well as Soaker Rosie.

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Removal of What An Idiot potholes per Wick Cleaning Projects


* WhatAnIdiot: When all heroes fight against each other on one spot, using the wrong skills at the wrong time will have you being called this in-universe.

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* WhatAnIdiot: When all heroes fight against each other on one spot, using the wrong skills at the wrong time will have you being called this in-universe.


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* YouFool: When all heroes fight against each other on one spot, using the wrong skills at the wrong time will have you being called an idiot in-universe.
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An Axe To Grind is no longer a trope


* AnAxeToGrind: Legionnaire, [[ExactlyWhatItSaysOnTheTin Moraxus]]
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* HornyDevils: Succubus, natch.

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* EverythingsBetterWithSpinning: Legionnaire's ''Whirling Blade'' and Swiftblade's ''Blade Frenzy''.


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* SpectacularSpinning: Legionnaire's ''Whirling Blade'' and Swiftblade's ''Blade Frenzy''.

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